Feats

While Feats will have a place in your anime campaign, Anime d20’s Attribute power creation system (particularly combat Skills) reduces the scope of Feats. Additionally, since Anime d20 abstracts combat movement and position (thus there are no attacks of opportunity), many Feats no longer apply to anime characters. Finally, some Feats (such as Expertise) allow characters to perform actions that every character is capable of performing in Anime d20. GMs may also allow players to use approved Feats from any d20 System game.

The Game Master will decide whether the benefits derived from a Feat are cumulative if it is assigned multiple times.

Feat Name

Prerequisite(s): Some Feats have prerequisites. A character must have the prerequisite in order to select or use that Feat. A character can gain a Feat at the same time that he or she gains the prerequisite. A character can’t use a Feat if he or she has lost a prerequisite.

Benefit(s): What the Feat enables the character to do.

Accuracy

Prerequisite(s): Base Attack Bonus +2

Benefit(s): The character suffers reduced dice penalties when attempting an accurate attack, such as striking at partial Armor, weak points, or vital spots, shooting at longer-than-usual ranges. Accuracy is also used when attempting a special trick shot, such as carving an initial on someone’s body or ricocheting an arrow off a wall to shoot a target around a corner, and when using the Deflection Feat. Each difficulty penalty is reduced by 2 (to a minimum of 0). For example, attacking a vital spot (-8 penalty) would become a -6 penalty, while firing at double range (-4 penalty) would receive -2 penalty. This Feat can be assigned more than once.

Advanced Combat Martial Arts

Prerequisite(s): Combat Martial Arts, Base Attack Bonus +8

Benefit(s): When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage.

Ambidexterity

Prerequisite(s): Dexterity 15+

Benefit(s): The character ignores all penalties for using an off hand. The character is neither left-handed nor right-handed. Without this Feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, Ability checks, and Skill checks.

Armor Proficiency (Heavy)

Benefit(s): When a character wears heavy armor, the armor check penalty applies only to Skill checks that involve moving. A character who is not proficient suffers the armor check penalty on attack rolls as well.

Armor Proficiency (Light)

Benefit(s): When a character wears light armor, the armor check penalty applies only to Skill checks that involve moving. A character who is not proficient suffers the armor check penalty on attack rolls as well.

Armor Proficiency (Medium)

Prerequisite(s): Armor Proficiency (Light)

Benefit(s): When a character wears medium armor, the armor check penalty applies only to Skill checks that involve moving. A character who is not proficient suffers the armor check penalty on attack rolls as well.

Blind-Fight

Benefit(s): The character does not suffer penalties associated with attacking or defending with melee weapons or while unarmed in poor light, absolute darkness, or against an invisible opponent.

Blind-Shoot

Benefit(s): The character suffers half penalties associated with attacking with ranged weapons in poor light, absolute darkness, or against an invisible opponent. This Feat can be assigned twice to reduce the penalty to zero. The character must be capable of detecting the general presence of the target, however, through one of his or her senses (smell, hearing, sixth sense, etc.).

Block Ranged Attacks

Prerequisite(s): Dexterity 13+

Benefit(s): Under normal circumstances, a character cannot use a Block Defense against a ranged attack. With this Feat, a character gains this defensive option.

Brawl

Benefit(s): When making an unarmed attack, the character receives a +1 bonus on attack rolls, and delivers damage equal to 1d6 + his or her Strength modifier.

Burst Fire

Prerequisite(s): Wisdom 13+

Benefit(s): When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target (instead of using the normal autofire rules). The character receives a -4 penalty on the attack roll, but deal +2 dice of damage.

Cleave

Prerequisite(s): Strength 13+, Power Attack

Benefit(s): If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out or by reducing the opponent’s Hit Points to less than 0), the character gets an immediate extra melee attack against another opponent adjacent to the character. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can use this ability once per round.

Combat Martial Arts

Prerequisite(s): Base Attack Bonus +1

Benefit(s): With an unarmed strike, the character inflicts damage equal to 1d4 + Strength modifier.

Concealment

Benefit(s): The character has an unearthly ability to conceal weapons about his or her person. As long as the character has something to hide the weapons (even if it only long hair or a light robe) the character’s weapons will not be noticed by anything short of an actual physical search, and such a search is conducted at a -8 penalty. A Special Attack weapon with the Concealable Ability is even harder to find: searches suffer a -12 penalty.

Deflection

Prerequisite(s): Dexterity 13+

Benefit(s): If the character makes a successful Block Defense, he or she can deflect a standard melee or ranged attack away harmlessly without damaging the blocking object. The GM may decide that some types of attacks cannot be deflected. When trying to deflect a Special Attack, the Block Defense roll is penalized: -2 for each Rank of the Special Attack.

Dodge

Prerequisite(s): Dexterity 13+

Benefit(s): During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action. A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses.

Double Tap

Prerequisite(s): Dexterity 13+, Point Blank Shot

Benefit(s): When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a -2 penalty on this attack, but deals +1 die of damage with a successful hit.

Empower Spell

Benefit(s): All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many Hit Points, affects half again as many targets, etc., as appropriate. Saving throws and opposed rolls (such as the one the character makes when the character casts dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot two Ranks higher than the spell’s actual Rank.

Endurance

Benefit(s): Whenever the character makes a check for performing a physical action that extends over a period of time (running, swimming, holding the character’s breath, and so on), the character gets a +4 bonus to the check.

Enlarge Spell

Benefit(s): An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. A spell whose area or effect is determined by its range has the dimensions of its area or effect increased proportionally. An enlarged spell uses up a spell slot one Rank higher than the spell’s actual Rank.

Extend Spell

Benefit(s): An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this Feat. An extended spell uses up a spell slot one Rank higher than the spell’s actual Rank.

Far Shot

Prerequisite(s): Point Blank Shot

Benefit(s): When the character uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When the character uses a thrown weapon, its range increment is doubled.

Force Stop

Prerequisite(s): Drive Skill 4+ Ranks

Benefit(s): When the character attempts to sideswipe a surface vehicle with his or her own, the character can force the other vehicle to a stop by nudging it into a controlled sideways skid.

Frightful Presence

Prerequisite(s): Charisma 15+, Intimidate Skill 9+ Ranks

Benefit(s): When the character uses this Feat, all opponents within 10 feet who have fewer Ranks than the character must make a Will saving throw (DC 10 + the character’s Rank + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a -2 penalty on attack rolls, saves, and Skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the Feat once per round as a free action. A successful save indicates that the opponent is immune to the character’s use of this Feat for 24 hours. This Feat does not affect creatures with an Intelligence of 3 or lower.

Great Cleave

Benefit(s): As Cleave, except that the character has no limit to the number of times he or she can use it per round.

Great Fortitude

Benefit(s): The character gets a +2 bonus on all Fortitude saving throws.

Heighten Spell

Benefit(s): A heightened spell has a higher spell Rank than normal (up to 9th Rank). Unlike other magical Feats, Heighten Spell actually increases the effective Rank of the spell that it modifies. All effects dependent on spell Rank (such as saving throw DCs) are calculated according to the heightened Rank. The heightened spell is as difficult to prepare and cast as a spell of its effective Rank.

Improved Brawl

Prerequisite(s): Brawl, Base Attack Bonus +3

Benefit(s): When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character inflicts damage equal to 1d8 + the character’s Strength modifier.

Improved Initiative

Benefit(s): The character gets a +4 bonus on Initiative checks. Improved Knockout Punch

Prerequisite(s): Brawl, Knockout Punch, Base Attack Bonus +6

Benefit(s): When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage.

Improved Trip

Prerequisite(s): Intelligence 13+

Benefit(s): If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that opponent as if the character had not used his or her attack action for the trip attempt.

Iron Will

Benefit(s): The character gets a +2 bonus on all Will saving throws.

Judge Opponent

Benefit(s): The character can judge his or her opponent’s approximate Base Attack Bonus and weapon Skill Rank from the foe’s attitude and posture even without actually seeing him or her fight. Additionally, the character can accurately estimate the opponent’s remaining Hit Points. For both of these advantages, the GM may decide to provide descriptive indications such as “your enemy is much better than you with a sword, but if you connect a few times with your ki blast, it will drop him,” rather than saying “the enemy’s base attack bonus is +10, with a Melee Attack (Sword) Skill of 2, and he has 60 Hit Points remaining.”

Knockout Punch

Prerequisite(s): Brawl, Base Attack Bonus +3

Benefit(s): When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit.

Leap Attack

Prerequisite(s): Dexterity 13+, Base Attack Bonus +3

Benefit(s): The character can make leaping attacks with his or her melee weapon, delivering additional damage due to momentum. Any time the character has a higher Initiative than his or her opponent, he or she may attempt a leaping attack. If the strike is successful (it hits and the target fails a defense) the character gets an extra +2 bonus to damage and may additionally add half his or her Jump Skill Ranks (if any) to the damage. If the character fails to hit, however, or the opponent succeeds with his or her defense, the character is off balance and receives a -4 penalty to any further defense checks until his or her turn to act in the following round.

Lightning Reflexes

Benefit(s): The character gets a +2 bonus on all Reflex saving throws.

Maximize Spell

Benefit(s): All variable, numeric effects of a maximized spell are maximized. A maximized spell deals maximum damage, cures the maximum number of Hit Points, affects the maximum number of targets, etc., as appropriate. Spells without random variables are not affected. A maximized spell uses up a spell slot three Ranks higher than the spell’s actual Rank.

Mounted Combat

Prerequisite(s): Ride Skill

Benefit(s): Once per round when the character’s mount is hit in combat, the character may make a Ride check to negate the hit. The hit is negated if the character’s Ride check is greater than the attack roll (essentially, the Ride check becomes the mount’s Armor Class if it’s higher than the mount’s regular AC).

One Shot Left

Benefit(s): The character will always have at least one projectile remaining for his or her ranged weapon, even after an extended combat. This might be a final bullet in a gun, arrow in a quiver, plasma unit in a wrist blaster, or stone in a sling. This option does not remove the need to reload weapons in a game that uses realistic ammunition rules, but rather assures that the character will not be forced to reload at a critical moment. One Shot Left does not affect weapons or Special Attacks built using the Limited Shots Disability.

Point Blank Shot

Benefit(s): The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.

Portable Armory

Benefit(s): The character will always have easy access to any weapon required for a particular task, including illegal weapons and accessories not available to the general public. The actual weapons and accessories must still be acquired via the Personal Gear Attribute, but remarkably, the character can access them whenever he or she needs them instead of being forced to return to where they are normally stored. Characters with Portable Armory may also make field modifications on their weapons, switching options such as laser sights or scopes in a single round.

Power Attack

Prerequisite(s): Strength 13+

Benefit(s): On the character’s action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action.

Reflection

Prerequisite(s): Deflection Feat

Benefit(s): If the character makes a successful Deflection defense and a successful attack roll (which uses an attack action), he or she can reflect a standard melee or ranged attack towards any target within range (including the attacker) without damaging the blocking object. This Reflection is treated as a normal attack against the target using standard attack rules. The GM may decide that some types of attacks cannot be reflected.

Quicken Spell

Benefit(s): Casting a quickened spell is a free action. The character can perform another action, even casting another spell, in the same round as the character casts a quickened spell. The character may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four Ranks higher than the spell’s actual Rank.

Rapid Shot

Prerequisite(s): Dexterity 13+, Point Blank Shot

Benefit(s): The character can get one extra attack per round with a ranged weapon. The attack is at the character’s highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. The character must use the full attack action to use this Feat.

Run

Benefit(s): When sprinting, the character moves five times normal speed instead of four times normal speed. If the character makes a running jump, increase the distance or height cleared by one-fourth, but not past the maximum.

Sneak Attack

Benefit(s): If the character attacks a target who cannot defend him or herself effectively (the target has a situational defense roll or Armor Class penalty), the attacker adds an additional

+1d6 damage each time this Feat is assigned.

Silent Spell

Benefit(s): A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one Rank higher than the spell’s actual Rank.

Spell Focus

Benefit(s): Choose a school of magic, such as Illusion. The character’s spells of that school are more potent than normal. Add +2 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on. The character can gain this Feat multiple times. Its effects do not stack. Each time the character takes the Feat, it applies to a new school of magic.

Spirited Charge

Prerequisite(s): Mounted Combat, Ride Skill

Benefit(s): When mounted and charging into combat, the character deals double damage with a melee weapon (or triple damage with a lance).

Still Spell

Benefit(s): A still spell can be cast with no somatic (movement) components. Spells without somatic components are not affected. A still spell uses up a spell slot one Rank higher than the spell’s actual Rank.

Streetfighting

Prerequisite(s): Brawl, Base Attack Bonus +2

Benefit(s): Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 damage.

Steady Hand

Prerequisite(s): Dexterity 13+

Benefit(s): This is the ability to attack with ease while moving quickly (running or sprinting, flying at high speeds, etc.) or otherwise engaged in complex stunts. This reduces the penalties suffered for attacking while in motion. Each penalty is reduced by 2 (to a minimum of 0). A character with this Feat may also use weapons in conjunction with the Tumble Skill, and may aim while they are moving. This Feat may be assigned more than once.

Stunning Fist

Prerequisite(s): Dexterity 13+, Wisdom13+, Base Attack Bonus +8

Benefit(s): Declare that the character is using the Feat before making an attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by the character’s unarmed attack to make a Fortitude saving throw (DC 10 + one-half the character’s Rank + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before the character’s next action). A stunned character can’t act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. The character may attempt a stunning attack once per day for every four Ranks attained, and no more than once per round.

Two-Weapon Fighting

Prerequisite(s): Dexterity 13+

Benefit(s): The character can effectively fight with two melee or ranged weapons at once against the same or different targets, provided both weapons are designed for one-handed use. When using two weapons, the character can attack twice using the normal Two Weapons rules, but the penalties for doing so are reduced by 2 each time this Feat is assigned (to a minimum of 0). Alternatively, the character can attack with one weapon and defend with another receiving a -2 penalty to Attack checks he or she makes but adding a +2 bonus to his or her Defense checks vs. melee or unarmed attacks. This bonus lasts until the character’s turn in the following round.

Vehicle Dodge

Prerequisite(s): Dexterity 13+, Drive Skill 6+ Ranks

Benefit(s): When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action.

Weapons Encyclopedia

Prerequisite(s): Intelligence 13+

Benefit(s): A character has the ability to recall the vital statistics and important quirks of practically all known commercially available weapons. This includes, but is not limited to, its general level of reliability as well as all vital statistics – material composition, ammunition capacity, caliber, possible outfitted accessories, etc. Characters without this ability will only have such information on weapons they actually own or use regularly and will need to successfully roll an Intelligence based Knowledge: Military Science (Hardware Recognition) Skill check to recall important details. In addition, Weapons Encyclopedia also includes knowledge on acquiring weapons, so characters will have a +4 bonus on any Knowledge: Streetwise or Knowledge: Business Skill checks needed to locate or buy weapons.